---
tags:
    - "Input, Player, Controls, Local, Multiplayer, Co-op"
---

# Player Input Is Input Active

[Input](../index.md) / [Player Input](index.md) / **Player Input Is Input Active**

<div class="grid cards" markdown>

* :green_circle: Can Read

* :red_circle: Cannot Write

</div>

## Description

The Is Input Active property of the Player Input component

## Code

```cs
// <auto-generated>
// This script was automatically generated using the Visual Script Transpiler.
// Do not modify. Changes to this file will be lost when updating the package.
// </auto-generated>

using System;
using UnityEngine;
using VisualScript.Icons;
using UnityEngine.InputSystem;

namespace VisualScript.Runtime
{
    [Get]

    [Title("Player Input Is Input Active")]
    [Category("Input/Player Input/Is Input Active")]
    [Description("The Is Input Active property of the Player Input component")]

    [Image(typeof(IconBoltOutline), ColorTheme.Type.Blue)]
    [Keywords("Input, Player, Controls, Local, Multiplayer, Co-op")]

    [Serializable]
    public class GenTypeBool_PlayerInput_InputIsActive : TypeBool
    {
        [SerializeField] private GetGameObject m_PlayerInput = new GetGameObject(
            new GenTypeGameObject_PlayerInput()
        );

        public override bool GetPreview(GameObject source)
        {
            GameObject instance = this.m_PlayerInput.GetPreview(source);
            if (instance == null) return default;

            PlayerInput component = instance.GetComponent<PlayerInput>();
            return component != null ? component.inputIsActive : default;
        }

        public override bool Get(Args args)
        {
            PlayerInput instance = this.m_PlayerInput.Get<PlayerInput>(args);
            return instance != null
                ? instance.inputIsActive
                : default;
        }

        public override string ToString()
        {
            return $"{this.m_PlayerInput} Input Is Active";
        }

        protected override SubscriptionMode Subscription => SubscriptionMode.OnChange;
    }
}
```

